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Old 09-01-2012, 02:54 PM   #4
zoncxs
 
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Join Date: Oct 2010
Location: earth....I think.
Default Re: Filling in the gaps in DF

Quote:
Originally Posted by lachimba View Post
All sorts of gaps... For example every template introduced in Pyramid won't have a loadout cause they aren't 'official' DF line. Equally the templates in DF 15 for example don't as far as I know have detailed loadouts.

Not do any of the templates post DF1 that I have seen have a summary of what skills to subsume into the Wildcard skill etc...
only 3 template were introduced, mystic knight, demolisher, and musketeer (saints are clerics and use that stuff).

Mystic knights use the same loadouts as knights (if you read the article it tells you to use the knights template as a base for picking lens to add to the mystic knight, using your noddle we can extend that to everything else too).

demolisher adds a whole mess of items to gear it with, so you pick and choose.

same with musketeer.

and again for DF 15, if you use your thought processing super power, page 5 has those answers.

(Hint: Niche Substitution)

wildcard skills is another one that has a very easy answer:

If using a template, remove the ordinary skills it covers and related skill Talent from the template, and spend the points assigned to those things on as much of the wildcard skill as they’ll buy.

so, using mystic knight as an example:

Mystic Knight! covers Fast-Draw, Shield, Crossbow, Thrown Weapon, Bow, Throwing, Sling, Axe/Mace, Broadsword, Polearm, Shortsword, Spear, Two-Handed Axe/Mace, Two-Handed Sword, Flail, Armoury, Thaumatology, Brawling, Boxing. (if its not clear thats all the primary and secondary skills)

look at that, I am going to go have a cookie now :)

Last edited by zoncxs; 09-01-2012 at 02:57 PM. Reason: super ultra power really.
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